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  • IMO: what will save KM and what will not

    10. 21. 2005 13:14

SWPIGWANG
This is just my assumptions as an outside observer, but I think the main KM problems are as follows:

Completely dependency on range whoring for (almost) ALL ships

The main problem isn't that KM lack strong ships or have huge unbridgable gaps in the ship tree where getting exp is impossible. (the biggest would be lv38~lv55 PS line in Mpro, but that is not that much more than lv38~51 in mogami CL or lv30~46 in Altanta to NO, or lv33 to lv45 in Sirus and lv45 to 70 in York)

The problem is that the German tree is too consistant, with the same play style and similar guns with nothing to break the monotony, or ships suitable for different game types.

Consider the main US Ship tree:
Fletcher -> Somers -> DDX -> Atlanta -> Brook -> Cleveland -> Alaska -> Guam

Fletcher is balanced DD, Somers is semi-whore DD (TW/AW), DDX is gun DD, Altanta is HA boat, Brook is rush CL, Cleveland is balanced CA and Alaska is low BC.

Every boat on the line plays very differently.... Not all is suited for every game type, for example Altanta is not so good in DD/CL, but there is always another boat of the clas that can do the job in the tree (say brook).

Consider the German Ship tree:
Z1 -> Z46/52 -> Z99 -> Kberg -> Mpro -> Deuschland/Hipper -> Eugen/P-Pro

Z1 is gun DD with torps. Z46/52 is gun DD with torps. Z99 is gun dd with torps. Kberg is range CL. Mpro is range CL. Deschland is range CA. Hipper is normal CA. Eugen is range CA. PPro is super range CA........

omg everyone is an range gun boat....
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Personally, I think to make the KM actually interesting..... you have to make some KM ships capable of closer range combat, so KM can stop running for once.

Ideas:
Bluff 5.9" triples.....making them blockshoot at lower level would be a good touch, as near blocks at 100% lv45 would change the way KM is played forever... might have to nerf reload a bit if blocks prove too much though.

Lower space and level requirements of 14.96" first set so they fit around lv65 would be crazy but probably doable, together with armor whoring O-pro, you'd have an solid slugger for its level.

Ideas that I think won't work:
Remodels into ships that are effectively identical. It won't work because the ship is played the same way and add no real diversity to the tree but acts as a credit sink due to remodel fees.
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  • Re : IMO: what will save KM and what will not

    10. 22. 2005 17:29

galen107
The KM ship line does have a ship class that is ideal for Close Range attacks, if you have the skill and ability to move in close to the enemy the D38, which everyone seems to shun because it is slower, and less maneuverable then the new z99....I own a D38 it can do 300-400 damage per shell in close range combat, and and with dual 5" guns on the three main turrets, I can take down most DDs quite fast including Z99s....just something to think about... this is a game of "tactics" supposedly after all

  • Re : IMO: what will save KM and what will not

    10. 22. 2005 16:56

mixmkz
i would rather have that range then losing it

myoko is making my life so painful cuz those damn RN punks finally outrange me now

  • Re : IMO: what will save KM and what will not

    10. 22. 2005 15:48

canabrava
I agree. KM always have same play mode, stay in max range. This is boring. Sometimes i like to get my z1 AAA whore and play in all wellcome to have fun. Im km lvl 60 prinz eugen and im freaking!!! im so bored. I need more 210k to scharn but im complete bored. Im resisting to dont get cv to have some diferent fun. And, i dont wanna waste time in another bo from another contry.

  • Re : IMO: what will save KM and what will not

    10. 22. 2005 13:39

commissioner
Historically, the Kriegsmarine had no f*cking clue what they were doing. The Bismarck-class had a rather poor armour scheme, just like the Scharnhorst-class.
The cruisers were OK, though especailly the Deutschland class again lacked in protection.

Schanrhorst's 11" guns were a joke. Bismarck's 14.96" guns were actually suprisingly good, considering that the KM designers seem to have smocked crack most of the time. Rather accurate and rapid firing guns.

The destroyers were OK, but left a lot to be desired. There were too few, they didn't have good DP guns, etc.

The hypothetical designs. . .cruiser 'M' might've been good.
'O' class BC and 'P' class CAs. . .probably too lightly armoured.

About the only good idea were the H class (H39 and H40B) designs. . .though they didn't have enough AA IMO. That is relatively easy to fix, so it might've been OK.

Let's not get started about the carrier designs. Believe me, it's better not to go there.

  • Re : IMO: what will save KM and what will not

    10. 22. 2005 02:49

ultrakilla
i think that NFs idea to make very similiar ships to what were actually used contributed to this. the KM in real life probably believed that range win sea battles...and it did, so why give up something that works?
but ya if they did try to even out the line we might end up with a KM TW no better than a sima lol

  • Re : IMO: what will save KM and what will not

    10. 21. 2005 23:54

bhatman
The German line is really a powerful line, its just that in the beginings up till the Z99, its a hard grind. But you can make your sailors powerful and better stats by staying in ships longer, so your men are stronger. The ships are fantastic after Z99, but the begginging is hard( I know I misspelled begining, but im tired to think :] )

  • Re : IMO: what will save KM and what will not

    10. 21. 2005 22:48

maniacdc
trip 5.9 already have 2nd best range for trip 6 and one of the best rld times... maybe buff the damage given a bit...

and mpro needs 500 more usable displacement.

  • Re : IMO: what will save KM and what will not

    10. 21. 2005 20:38

commissioner
Actually. . .you CAN play the Z1 as flak whore, and the Z52 and Z99 are semi-good TWs thanks to their high speed.

Not that it makes the CL/CA grind any better.

Another possibility would be to add a lower level CV. . .but that would (again) not really help break up the long monotonous gun-line grind. -.-

But instead of just allowing the O-Pro a 14.96", I'd suggest a remodel that can this. . .would be more balanced, otherwise it'd probably be too much of an advantage.

You know, it'd make the O-Pro a sort of uber-ship, being able to do everything. . .?
If this is done, there'd probably have to some sort of motivator to go the Bismarck line. . .hm.

Blockshooting 5.9" triples. . .I dunno, I dislike the idea of blockshots. Give them better accuracy, OK. This would help, and at the level you suggest it'd probably be a good motivation boost.

But IMHO all guns need to have a minimum spread, that can maybe become so small at high levels that all rounds still hit the target ship (if it's a big CV or BB)

I agree that remodels into more long-range ships are not a way to solve anything. Remodelling into something I already have, except for better guns so I level faster to won't make it more interesting.

  • Re : IMO: what will save KM and what will not

    10. 21. 2005 16:31

canadianeh
good ideas and points lol
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